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Messages - Admiral Wily

#1
Ideas / Vehicle Suggestion Thread
June 09, 2017, 06:22:22 PM
Since this seems to pop up often and some people are to lazy to use the search function I figure this can be a place to post your vehicle suggestions/links to other vehicle suggestion posts.


Here is mine:https://ludeon.com/forums/index.php?topic=30007.msg305324#msg305324
#2
Ideas / Re: Let caravan prep people EAT
May 14, 2017, 05:46:10 AM
I have had problems with this as well... I remember having a large stock pile of silver (10k+)and wanting to bring it all over to a outpost that was close by to see if they were selling any bionics and or plasteel for turrets. I'll just send one person and some muffalo, the outpost is only 2 tiles over so no risk right? Then ensues the madness of one person loading the muffalo with over 10k silver nonstop... Needless to say I almost suffered a mental break watching that go down. 
#3
Ideas / Re: Quest and events MEGATHREAD
May 14, 2017, 05:24:19 AM

  • Tainted Water!
Type of event: Caravan event
Ease of implementation: Easy
Summary: One or more of your pawns have consumed tainted water!
Reward/consequences: Dysentery
#4
Ideas / Re: Better Mental Break for Starvation
May 13, 2017, 04:50:59 AM
I have a problem with this post..... It makes too much Sense.
#5
Ideas / Re: Soil Overlay
May 13, 2017, 04:46:06 AM
I personally wold love a soil map mode. (sorta like the various map modes from EUIV)
#6
Ideas / Re: Quest and events MEGATHREAD
May 13, 2017, 04:38:59 AM

  • Dilapidated Chemical Plant is on Fire!
Type of event: Caravan encounter
Ease of implementation: Hard?
Summary: Your caravan encounters an old chemical plant that is on fire you can either Attempt to fight the fire or Ignore it.
Reward/consequences: If you ignore it a toxic fallout event is imminent. If you chose to fight it and are successful prevent the toxic fallout event form happening for x amount of time and possibly find Meds/Drugs or supplies to make Meds/Drugs however fighting the fire is not with out risk as chemical plants that are on fire can be a tad bit on the explodey side also not to mention the risk of being exposed form said chemicals.
#7
Ideas / Re: Possible multiplayer ideas
February 10, 2017, 03:02:36 AM
The only way that I could think of that would have multiplayer work is to have it like team melee from Classic StarCraft where multiple players command the same faction base, resources, units, ect.

Though for Rimworld I only see 2 people at most controlling the same colony (the main reason team melee in StarCraft was unpopular was every one would fight over who should do what/how to spend resources and nothing would get done) this however I feel would eliminate balance issues and let you play with a friend.

As for mods just handle it like Factorio does in multiplayer.

I too have thought it would be great to have Rimworld multiplayer but I don't think it can work out any other way which would fundamentally change the game form what it is.
#8
Have it so there is a random chance when you recruit a raider they are really just a double agent that just pretended to join and proceeds to poison the colonies food and any one who eats the poisoned food suffers from a heart attack in the next day or two.
#9
Ideas / Re: Deuce and a half
February 09, 2017, 11:42:28 PM
I have been thinking rubber could also be a requirement that can only be obtained via trader/and or rubber trees that only grow naturally in the jungle biome (can never be grown in a grow zone) which needs to be refined at a refinery in to rubber.
#10
I think scars should be in the game but I think the Idea of them causing permanent pain is crap. A while ago I had what you could say a "minor" failure when trying to cut pork ribs and ended up have to get my finger stitched up and did end up with a scar but does it still hurt? No it does not.

One might counter by saying you've heard of people say "my old wound is acting up" so that suggests the pain is permanent but also that it comes and goes.

With that said I think the system should be overhauled as follows:

1. Scars become a social thing where some pawns think scars are cool, others find scars repulsive, and others are neutral to them.
2. Old wounds should be added that act up every now and then not all the time. (IE "I'm feeling bad" mood debuff).
3. Add more chronic pain injuries that are permanent (IE Bad Back) they could be damaged joints, ect.

As a final thought just having a scar as a place holder for a chronic pain injurie just seems lacking to me.
#11
Ideas / Re: Your Cheapest Ideas
January 27, 2017, 11:19:17 AM
Make it so that if I have a colonist with a shield go equip a gun the colonist will auto drop the shield or unequip it at a acceptable stockpile.
#12
Ideas / Deuce and a half
January 27, 2017, 11:01:47 AM
I think adding something like the M35 2½-ton cargo truck for caravans would be Nice to have.

It would take a lot of components to build require chemfuel to run/determine range and could carry a lot of things and be much faster then on foot.

Drawbacks would be Large hills/Mountains are impassable or mind numbingly slow. You would need to bring components with you or risk a breakdown and having to abandon it. Also smart raiders could spot it radio others up ahead to make a road block that you would have to fight them at and clear to move on.

I don't want it to replace pack animals just another option.

What do you guys think? (please be constructive)

The M35